
/************* Position Texture *********************/

const char * Shaders::ShaderCode_PositionTexture = R"(


Texture2D colorMap_ : register(t0);
SamplerState colorSampler_ : register(s0);

struct VS_Input
{
	float3 pos : POSITION;
	float2 tex0 : TEXCOORD0;
};

struct PS_Input
{
	float4 pos : SV_POSITION;
	float2 tex0 : TEXCOORD0;
};


PS_Input vs_main(VS_Input vertex)
{
	PS_Input vsOut = (PS_Input)0;
	vsOut.pos=float4(vertex.pos,1.0f);
	vsOut.tex0 = vertex.tex0;
	return vsOut;
}


float4 ps_main(PS_Input frag) : SV_TARGET
{
	float4 color = colorMap_.Sample(colorSampler_, frag.tex0);
	return color;
}

)";